Rydygier 1322 Posted November 30, 2014 Almost every scripts for A2/A3 I ever seen on this forum was targeted at direct or indirect efficient serving the gameplay. Quite obvious. Question is, why even write anything besides that or even speak of? Because IMO "academic" or even crazy/LOL scripts could be not only for scripter's hidden/private entertainment, but also could be most inspiring, enhancing horizon of imagination, thus potentially leading to the most revealing, exciting and bold but also at the end fully applicable in-game ideas. At least that way this works for me. So perhaps it is a good idea to have such thread, where everyone can present such kind of work, usually kept unreleased and also get some bolder than usual, unexpected inspiration from the strange projects of the others. I would assume most of the passionate scripters at least once did such kind of script, just for fun or when bored, never released, because considred useless or too silly. I'm eager to see such things here, the weirder, the better. If this thread will get any interest I'll of course try later to present also something, I did. Share this post Link to post Share on other sites
dreadedentity 278 Posted November 30, 2014 (edited) player addEventHandler ["Fired", { _bullet = (_this select 6); _rab = createVehicle ["Rabbit_F", getPosATL _bullet, [], 0, "CAN_COLLIDE"]; _rab attachTo [_bullet, [0,0,0]]; }]; Edited November 30, 2014 by DreadedEntity Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted November 30, 2014 (edited) By BangaBob, here. Edited December 1, 2014 by Heeeere's Johnny! Share this post Link to post Share on other sites
Rydygier 1322 Posted December 1, 2014 :D cool. Never trust people saying, Arma is about realistic milsim. That's only a camouflage. My turn. Something, I did lately: HXS I have to dig through my HDD, there should be more strange things. Share this post Link to post Share on other sites
killzone_kid 1333 Posted December 1, 2014 I don't even remember how I did it or what has got into me :) Share this post Link to post Share on other sites
Rydygier 1322 Posted December 1, 2014 :D IMO actually very usefull mod, invaluable, when nothing is going on at the moment, eg during long, boring guard duty. Share this post Link to post Share on other sites
killzone_kid 1333 Posted December 1, 2014 If BIS add an enterable chair and a deck of cards in the game I might consider finishing it, at the moment it is just an interface. Share this post Link to post Share on other sites
dreadedentity 278 Posted December 1, 2014 That's really awesome, KK. Great work Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted December 1, 2014 (edited) If BIS add an enterable chair and a deck of cards in the game I might consider finishing it, at the moment it is just an interface. As for the chair: [color="#FF8040"][color="#1874CD"]_chair[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]objNull[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_strX[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]str[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_strX[/color] [color="#191970"][b]find[/b][/color] [color="#7A7A7A"]"chair"[/color] [color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]exitWith[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#1874CD"]_chair[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]count[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]nearestObjects[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]player[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]2[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]isNull[/b][/color] [color="#1874CD"]_chair[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]exitWith[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#191970"][b]hint[/b][/color] [color="#7A7A7A"]"Nothing to sit down here."[/color][color="#8B3E2F"][b];[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Crew"[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]setPosATL[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getPosATL[/b][/color] [color="#1874CD"]_chair[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]setDir[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getDir[/b][/color] [color="#1874CD"]_chair[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]+[/b][/color] [color="#FF0000"]90[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]setVariable[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"sitDownActionID"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]addAction[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Stand Up"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#000000"]player[/color] [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]""[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]removeAction[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#000000"]player[/color] [color="#191970"][b]getVariable[/b][/color] [color="#7A7A7A"]"sitDownActionID"[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] player_isSitting [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b];[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] player_isSitting [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color][/color] Kudos for your SQF to BBCode Converter. ;) Edited December 1, 2014 by Heeeere's Johnny! Share this post Link to post Share on other sites
killzone_kid 1333 Posted December 1, 2014 There was a chair in Arma 2, it is just a matter of porting the object. Your whole script would have looked like this: [color="#FF8040"][color="#000000"]player[/color] [color="#191970"][b]moveInCargo[/b][/color] chair[color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 1, 2014 Great stuff, gents! @Rydygier: Still waiting for that strategic hex game mode. ;) Tried that one that was on MANW from the other guy but it didn't seem to finish loading on my machine. (Waited quite some time...) @KK: Where did you get the cards? I mean the images? Been trying to get my hands on a deck of cards to implement basic gambling, like BlackJack. Share this post Link to post Share on other sites
killzone_kid 1333 Posted December 1, 2014 Made it from some pictures I found on the internet Share this post Link to post Share on other sites
Rydygier 1322 Posted December 1, 2014 Hm. As for classical games, I did once Armachess with simplistic AI following basic chess rules. But this was for A2, code was messy, and video has poor quality: Still waiting for that strategic hex game mode. Depending on time and motivation probable seems 2015. :) Meanwhile more aggressive rules: Share this post Link to post Share on other sites
SavageCDN 231 Posted December 1, 2014 player addEventHandler ["Fired", { _bullet = (_this select 6); _rab = createVehicle ["Rabbit_F", getPosATL _bullet, [], 0, "CAN_COLLIDE"]; _rab attachTo [_bullet, [0,0,0]]; }]; - lol.. Norrin's Killer Rabbit script from A2 - some of Loki's addons (pussywagon FTW) Love the solitaire!! Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 1, 2014 @KK: Ah, I see, will search around when I have time, thanks! @Topic: Decided to do some vids as well. Nothing really useless though, everything fits some purpose at least. Simple holo soldiers: To create: bob addEventhandler ["Fired", {deleteVehicle (_this select 6);}]; bob addEventhandler ["HandleDamage", { _this spawn { _holo = _this select 0; _holo hideObject true; sleep 0.1; _holo hideObject false; }; 0 }]; To destroy: [bob, true] spawn BIS_fnc_VREffectKilled; WIP Anomalies, Hazards and Zombies of a Radiated Zone: Hazards: Radiated Zone Biological Hazard Zone Chemical Hazard Zone Toxic Fog Acid Rain Zombies (Animals & humans, rather simple minded.) Anomalies: Blaster (Explosions) Freezer (Freezes unit, so another unit needs to trigger wake up action.) Trip (LSD...) Share this post Link to post Share on other sites
killzone_kid 1333 Posted December 1, 2014 @Hazards and Anomalies..Impressive! Share this post Link to post Share on other sites
Rydygier 1322 Posted December 1, 2014 Truly impressive. Freezer (I believe, it's that one) is particularily good looking. Immediately started to think about ideas for more cool anomalies... Inspiring. Holo - very nice effect in simple way. Like it. :) One thing more. Some time ago created a script that records (saves into array many frames every second) position and direction of the eyes. After that custom camera may recreate eye view frame by frame. Not perfect while sadly camera stays perfectly horizontal, mimics only 2D rotation around one, vertical axis. Also of course doesn't back in time to show exactly, what "cameraman" saw, just leads camera through same positions and directions path. Result used for some faked "necromancy" effect: BTW don't know much about video recording, I'm using something called "Open Broadcaster Software", best I found for free, still can't get rid of this heavy compression. Anyway, without it, footage would be too large for uploading on my net connection... Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 1, 2014 The hazards are actually just a combination of ppEffects, damage and sound. Surfer did the soudns, images, effects and stuff and I just built the framework. Most of the stuff is already MP compatible with small glitches. Once sorted out and enriched more, a stand-alone version could be possible. For now, it's in development for Contention Zone. The Freezer is actually a flare combined with enableSimulation, triggers as well if objects (chemlights) are thrown into it. Code snippet (runs client-side): // FREEZER ANOMALY if (!isNil "_inFREEZER") then { // Check if unit has been within FREEZER in the last iteration. _temp = _unit getVariable ["SURF_inFREEZER", nil]; if (isNil "_temp") then { //////////// PLAYING SOUND HERE ///////// _soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString; _soundToPlay = _soundPath + "sounds\single_rumble.ogg"; playSound3D [_soundToPlay, _UNIT]; }; _flrObj = _inFREEZER getVariable ["SURF_FlareObject", ObjNull]; if (isNull _flrObj) then { _flrObj = "F_20mm_White" createVehicle (_inFREEZER ModelToWorld [0,0,1.5]); _inFREEZER setVariable ["SURF_FlareObject", _flrObj]; }; // Check if unit is already past safe zone (radius - safezone). if ((_unit distance _inFREEZER < ((_inFREEZER getVariable "SURF_Radius") - (_inFREEZER getVariable ["SURF_SafeZone", 10]))) && !(_unit getVariable ["SURF_WakeActionSet", false])) then { //[[_unit, ["SURF_WakeActionSet", true]], "IP_fnc_setVariable", nil] call BIS_fnc_MP; _unit setVariable ["SURF_WakeActionSet", true, true]; sleep 3; _unit enableSimulationGlobal false; _unit addAction ["<t color='#00FF00'>Wake up!</t>", {(_this select 0) removeAction (_this select 2); (_this select 0); (_this select 0) enableSimulationGlobal true; (_this select 0) setVariable ["SURF_WakeActionSet", nil, true]; /*[[(_this select 0), ["SURF_WakeActionSet", nil]], "IP_fnc_setVariable", nil] call BIS_fnc_MP;*/}, nil, 6, true, true, "", "(_target != _this) && (true)"]; // ToDo: Adjust max distance (10). Last parameter is condition to show the action. //(_target distance _this <= 10) }; }; There are some more ideas in our research lab. Last I recall was the rocket anomaly pushing a unit into a random direction. Might as well implement good anomalies some day, giving temporary perks to players who walk through them like buffs in RPGs. We're still considering if we should release the whole zone functionality stand-alone as a framework for other creators to mess with, we'll see. ;) ---------- Post added at 10:13 PM ---------- Previous post was at 10:08 PM ---------- And good job on that camera script, was thinking about recording first person scenes that way instead of fiddling around with animations and stuff. Share this post Link to post Share on other sites
Rydygier 1322 Posted December 1, 2014 (edited) Might as well implement good anomalies And just weird, I would suggest. After all, these aren't designed with any purpose in mind, just "natural" phenomena. Example - anomaly, that makes your vision the more blurry/blinds you the closer to the center you are. Or deaf. Or random teleport somewhere around. Or some, that makes your weapons fire :P . Or slow down/accelerate simulation speed... IMO - the more kinds, the better. And may vary as for effect intensity. Some may be just effectless FX too. Are planned also some precious artifacts possible to find near such spots? We're still considering if we should release the whole zone functionality stand-alone as a framework Good idea. Something like module, that would randomly (or not) populate chosen area with chosen or random anomalies of chosen/random intensity with chosen or random density etc. In other words - flexible and widely configurable. Would be extremely cool. :) Edited December 1, 2014 by Rydygier Share this post Link to post Share on other sites
samatra 85 Posted December 1, 2014 Checks if player is close to a ball and if they are, kicks it by player's velocity. Failed experiment turned into bunny hopping script Fun with blood particles Field toilet bowling Having fun with arma glitches (do not ask how, its not usable in actual mission) Wanted to make a flappy bird mission but somebody beat me to it so it never went past experiments. Image rotation is done through RscMap Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 1, 2014 Yes, there's a good bunch of ideas and the framework allows adding new ones by copypaste quite fast. Was focusing more on the quest system lately, MP makes it far more diffcult. With what we have in mind multiple groups should be able to roam the zone independently, cooperation is optional. Might as well making a life (until respawn...) as outlaw possible. So, like in known MMORPGS spawning quest mobs and items needs to be handeled. And of course the anomalies as well. One of the first few done quests actually talks about an artifact, not yet sure what role these things will have in the story line. It's definitely influenced by Stalker (and Fallout) but shouldn't become a clone. Gameplay is meant to be unarmed or with scarce ammo only so players need to lure enemies into anomalies, sneak around enemies or maybe even build improvised traps (not sure yet). The hazard script already possesses such functionality. It's capabale of handling white-/blacklisted areas and populating them with random anomalies of random sizes (just circle shapes at the moment). The whole hazard tracking runs client side while hazard zones and anomalies are represented by game logics holding the necessary information. Similar goes for the zombie script: It's also GL-based with a tracker that runs server-side and spawns both dog and human zombies when players are near. Having some issues with the zombies' movement, i.e. making them move smoothly and following a moving target. Plus making them sprint with forceSpeed doesn't seem to work anymore. Once these are sorted out they hopefully become a real thread, especially to unarmed players. And of course, there's a bunch of really unfriendly mercenaries operating in the zone as well... :) Share this post Link to post Share on other sites
Polygon 11 Posted December 2, 2014 (edited) Very nice stuff, guys. Impressive, and with perfect quality ;) Anybody thought of making a RPG conversation with integrated nodes so you can create relations, arguments and consequences for dialogue? Would make for some fun conversations in-game. Think STALKER or Fallout games. As a lover of anomalies, I'd love see an ano that stops bullets / rockets / tank shells / anything going right through it. Edit: Or lightnings that can struck to death or appear randomly and take down a random entity (tree / building / unit etc.). A low-height storm, in other words. Edited December 2, 2014 by Polygon Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 2, 2014 Anybody thought of making a RPG conversation with integrated nodes so you can create relations, arguments and consequences for dialogue?Would make for some fun conversations in-game. Think STALKER or Fallout games. Don't want to advertise for my own projects here but this has already been prototyped at least. ;) http://forums.bistudio.com/showthread.php?175351-Spin-Off-Release-Simple-Conversation-System The release is not really up to date but it has the basic functionality. I should do an update again... As a lover of anomalies, I'd love see an ano that stops bullets / rockets / tank shells / anything going right through it.Edit: Or lightnings that can struck to death or appear randomly and take down a random entity (tree / building / unit etc.). A low-height storm, in other words. That would be one of the good anomalies, I guess. We also thought of having a tornado or thunderstorm in the distance. What's already been implemented is the blowout known from Stalker, I might be able to take a vid later. Share this post Link to post Share on other sites
Polygon 11 Posted December 2, 2014 Nice, IndeedPete! Lightnings coming from a sphere of electricity floating would be great, if possible! Will check your RPG convo system. Share this post Link to post Share on other sites
dr death jm 117 Posted December 2, 2014 @heeeere's jonny that's is funny sheet lol Share this post Link to post Share on other sites